Easiest way to create Hair in Blender 4.1 (2024)

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  • เผยแพร่เมื่อ 11 ก.ค. 2024
  • This is the easiest way to create stylized hair for animations, games, VRChat and 3D printing in Blender 4.1 with one click! You will save many hours of work and get better results by using this new tool.
    Get the Behemox Hair Generator with 30% discount: behemox.gumroad.com/l/hairgen...
    With this new update, you can create realistic hair cards procedurally generated, customized braids and any type of stylized hair. Remember to share this video to help other artists learn about this amazing new tool!
    #blender #hairtutorial #vrchat #gamedevelopment #3dprinting #blender3d #animehair
    Chapters:
    00:00 Behemox Hair Generator
    00:29 Getting the add-on
    00:42 Installing the add-on
    01:05 Creating the Base for the Hair
    02:07 The "Create Hair" Button
    02:35 Hair Curves Properties
    03:34 Hair Tools Overview
    05:20 Hair Style Properties
    07:30 Creating an Example Hair
    10:04 Creating Multiple Hair Groups
    10:55 Hair Materials
    11:25 Realistic Hair Cards
    12:02 Braids
    13:11 Exporting the Hair
    13:54 3D Printing
    14:15 Real-Life Example
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ความคิดเห็น • 22

  • @virtual-lords
    @virtual-lords  28 วันที่ผ่านมา +3

    Get the Behemox Hair Generator with 30% discount here: behemox.gumroad.com/l/hairgenerator/LORD

  • @sansw.d5701
    @sansw.d5701 25 วันที่ผ่านมา +2

    So much better than trying and dying with Paths and curves to make hair 😩

    • @virtual-lords
      @virtual-lords  25 วันที่ผ่านมา +1

      Exactly! It shouldn't be that hard 🤔

  • @virtual-lords
    @virtual-lords  28 วันที่ผ่านมา +4

    What did you guys think about this add-on? Do you think it's that good?

  • @nicholsonjay4724
    @nicholsonjay4724 18 วันที่ผ่านมา +1

    Well it probably is better than the old fashion way…but it still not just “one click”. The steps you need to go through just to get to the point if making hair…is a lot.
    It’ll be one click when I can simply select where I want the hair….”click”….and there’s hair in that spot.

    • @virtual-lords
      @virtual-lords  18 วันที่ผ่านมา +1

      Hi, Nicholson. Well it is one click, and you could do that. This is how Rick did it on our last video. This one was more complete to explain a better way and the tools. You could just select the head and click create hair, like I said in the video. ☺️

  • @Shinpi-0
    @Shinpi-0 16 วันที่ผ่านมา +1

    good

  • @saintelmo5590
    @saintelmo5590 19 วันที่ผ่านมา

    Follow up: Oh, the only real irk I have right now is that I cannot get the materials (for natural looking hair) to export with the hair .obj file. I don't really use nodes very well. I don't know if it is a nodes issue, or just a step I am skipping somewhere....but when I export my .obj files, I always have the Export Materials function checked. In this case though, the hair texture files did not export along with it. Helllllllllllllllp! :D

    • @virtual-lords
      @virtual-lords  19 วันที่ผ่านมา +1

      Hello! This is not particular to the add-on, it's something that has to do with how Blender and even other 3D softwares generate custom material properties.
      Basicaly, the default material is generated "procedurally" in order to give the gradient effect and correct UV mappings, so you can't export them like you would a very simple material without any effect. If you try to export it like this with any 3D software you will have this problem. That's because they each use a different system for setting up dynamic properties like the colors if you use a more complex pattern.
      I believe the easiest way would be to bake the material as a texture and use that instead, or apply a new custom material after you convert your hair to mesh and go from there. You could try to replicate the behavior, but I believe it's easier to either bake the textures or create a new one after converting to mesh, if you are not very experienced with this like you said.
      I hope I could help!

    • @virtual-lords
      @virtual-lords  19 วันที่ผ่านมา +1

      To export .obj files you have to use a material with all properties predefined, and then you have the baked textures and other info, like a baked rough map or normal map. Even if you just want to use vertex color you break obj compatibility, and you would have to use ply instead.